/*
 * FLINT PARTICLE SYSTEM
 * .....................
 * 
 * Author: Richard Lord (Big Room)
 * Copyright (c) Big Room Ventures Ltd. 2008
 * http://flintparticles.org
 * 
 * 
 * Licence Agreement
 * 
 * Permission is hereby granted, free of charge, to any person obtaining a copy
 * of this software and associated documentation files (the "Software"), to deal
 * in the Software without restriction, including without limitation the rights
 * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
 * copies of the Software, and to permit persons to whom the Software is
 * furnished to do so, subject to the following conditions:
 * 
 * The above copyright notice and this permission notice shall be included in
 * all copies or substantial portions of the Software.
 * 
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
 * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
 * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
 * THE SOFTWARE.
 */

package kgame5.k3d.pars.myflint.zones {
import kgame5.k3d.pars.myflint.geom.Vector3DFlint;

/**
	 * The FrustrumZone zone defines a zone in the shape of a camera frustrum. The
	 * frustrum is the area of space visible using the camera. Everything in the
	 * camera's field of view is inside the frustrum and everything outside the
	 * camera's field of view is outside the frustrum.
	 * 
	 * <p>When using this zone, it is possible to adjust the view rect used when
	 * calculating the frustrum so that the frustrum is slightly larger (or smaller)
	 * than the camera's actual view frustrum.</p>
	 */

	public class FrustrumZone implements Zone3D {
	public function contains(p : Vector3DFlint) : Boolean {
		return false;
	}
	
	public function getLocation() : Vector3DFlint {
		return null;
	}
	
	public function getVolume() : Number {
		return 0;
	}//		private var _camera:Camera;
//		private var _viewRect:Rectangle;
//		
//		/**
//		 * The constructor creates a FrustrumZone zone.
//		 * 
//		 * @param camera The flint camera whose frustrum should be used.
//		 * @param viewRect The rectangle describing the size and position
//		 * of the viewing window. The camera points at position 0,0 in
//		 * this rectangle, so a normal frustrum would have the form
//		 * new Rectangle( -w/2, -h/2, w, h ). If using a BitmapRenderer,
//		 * you could use the renderer's canvas as the viewRect, but you
//		 * may want a slightly larger rectangle if this zone is used for
//		 * removing particles via a DeathZone action.
//		 */
//		public function FrustrumZone( camera:Camera, viewRect:Rectangle )
//		{
//			_camera = camera;
//			_viewRect = viewRect;
//		}
//				
//		/**
//		 * The flint camera whose frustrum should be used.
//		 */
//		public function get camera() : Camera
//		{
//			return _camera;
//		}
//		public function set camera( value : Camera ) : void
//		{
//			_camera = value;
//		}
//		
//		/**
//		 * The rectangle describing the size and position
//		 * of the viewing window. The camera points at position 0,0 in
//		 * this rectangle, so a normal frustrum would have the form
//		 * new Rectangle( -w/2, -h/2, w, h ). If using a BitmapRenderer,
//		 * you could use the renderer's canvas as the viewRect, but you
//		 * may want a slightly larger rectangle if this zone is used for
//		 * removing particles via a DeathZone action to allow for the
//		 * size of the particles.
//		 */
//		public function get viewRect() : Rectangle
//		{
//			return _viewRect;
//		}
//		public function set viewRect( value : Rectangle ) : void
//		{
//			_viewRect = value;
//		}
//
//		/**
//		 * The contains method determines whether a point is inside the box.
//		 * This method is used by the initializers and actions that
//		 * use the zone. Usually, it need not be called directly by the user.
//		 * 
//		 * @param x The x coordinate of the location to test for.
//		 * @param y The y coordinate of the location to test for.
//		 * @return true if point is inside the zone, false if it is outside.
//		 */
//		public function contains( p:Vector3D ):Boolean
//		{
//			var pos:Vector3D = _camera.transform.transformVector( p );
//			if( pos.z < _camera.nearPlaneDistance || pos.z > _camera.farPlaneDistance )
//			{
//				return false;
//			}
//			pos.project();
//			if( pos.x < _viewRect.left || pos.x > _viewRect.right
//				|| pos.y < _viewRect.top || pos.y > _viewRect.bottom )
//			{
//				return false;
//			}
//			return true;
//		}
//		
//		/**
//		 * The getLocation method returns a random point inside the box.
//		 * This method is used by the initializers and actions that
//		 * use the zone. Usually, it need not be called directly by the user.
//		 * 
//		 * @return a random point inside the zone.
//		 */
//		public function getLocation():Vector3D
//		{
//			var z:Number = ( Math.random() * ( _camera.farPlaneDistance - _camera.nearPlaneDistance ) ) + _camera.nearPlaneDistance;
//			var scale:Number = z / _camera.projectionDistance;
//			var x:Number = ( ( Math.random() * _viewRect.width ) + _viewRect.left ) * scale;
//			var y:Number = ( ( Math.random() * _viewRect.height ) + _viewRect.top ) * scale;
//			var p:Vector3D = new Vector3D( x, y, z, 1 );
//			_camera.spaceTransform.inverse.transformVectorSelf( p );
//			return p;
//		}
//		
//		/**
//		 * The getArea method returns the volume of the box.
//		 * This method is used by the MultiZone class. Usually, 
//		 * it need not be called directly by the user.
//		 * 
//		 * @return the volume of the box.
//		 */
//		public function getVolume():Number
//		{
//			var proj:Number = _viewRect.width * _viewRect.height;
//			var front:Number = proj * _camera.nearPlaneDistance * _camera.nearPlaneDistance * _camera.nearPlaneDistance / ( _camera.projectionDistance * _camera.projectionDistance );
//			var back:Number = proj * _camera.farPlaneDistance * _camera.farPlaneDistance * _camera.farPlaneDistance / ( _camera.projectionDistance * _camera.projectionDistance );
//			return ( back - front ) / 3;
//		}
	}
}
